#version 330 core
uniform vec3 Color;
struct GEO_OUT
{
    //世界空间坐标
    vec3 vertex;
    //模型控件法线
    vec3 normal;
    //纹理坐标
    vec2 texcoord;
};
in GEO_OUT geo_out;


out vec4 FragColor;

void main(void)
{
    FragColor = vec4(Color,1);
}

//#version 330 core
////uniform sampler2D qt_Texture0;
//uniform vec3 Color;
//struct VS_OUT
//{
//    vec2 qt_TexCoord0;
//    vec3 qt_Normal;
//    vec3 qt_FragPos;
//};
//in VS_OUT vs_out;
//out vec4 FragColor;

//void main(void)
//{
//    FragColor = vec4(Color,1);
//}
